December 7, 2018, 10:37 (GMT) |
Depsgraph: Cleanup, line length |
December 7, 2018, 10:37 (GMT) |
Depsgraph: Remove duplicated sets of recalc/update flags There were at least three copies of those: - OB_RECALC* family of flags, which are rudiment of an old dependency graph system. - PSYS_RECALC* which were used by old dependency graph system as a separate set since the graph itself did not handle particle systems. - DEG_TAG_* which was used to tag IDs. Now there is a single set, which defines what can be tagged and queried for an update. It also has some aggregate flags to make queries simpler. Lets once and for all solve the madness of those flags, stick to a single set, which will not overlap with anything or require any extra conversion. Technically, shouldn't be measurable user difference, but some of the agregate flags for few dependency graph components did change. Fixes T58632: Particle don't update rotation settings |
Revision d690a1e by Antonio Vazquez (greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) December 7, 2018, 10:34 (GMT) |
GP: Evaluate curve for thickness in primitives |
December 7, 2018, 10:22 (GMT) |
Cleanup/refactor binding code for MeshDeform modifier. We had two different ways of doing it, SurfaceDeform and LaplacianDeform would do it through a special modifier stack evaluation triggered from binding operator, while MeshDeform would do it through a regular depsgraph update/eval (also triggered from its binding op). This enforces the later to search back for orig modifier data inside modifier code (to apply binding on that one, and not on useless CoW one). Besides the question of safety about modifying orig data from threaded despgraph (that was *probably* OK, but think it's bad idea in general), it's much better to have a common way of doing that kind of things. For now it remains rather dodgy, but at least it's reasonably consistent and safe now. This commit also fixes a potential memleak from binding process of MeshDeform, and does some general cleanup a bit. |
Revision 60d953a by Antonio Vazquez (greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) December 7, 2018, 10:16 (GMT) |
GP: New curve to define thickness in primitives |
December 7, 2018, 09:54 (GMT) |
December 7, 2018, 09:49 (GMT) |
Cleanup: split mixed_bones_object_selectbuffer Split basic object picking logic out into it's own function. |
December 7, 2018, 09:48 (GMT) |
Cleanup: style |
December 7, 2018, 09:42 (GMT) |
Fix T58913 Won't focus on Grease Pencil When the datablock was empty, the center was not calculated. Now it uses the object location. |
December 7, 2018, 08:10 (GMT) |
Fix T58911: Picking objects fails in pose mode |
Revision 5a4166b by Antonio Vazquez (greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) December 7, 2018, 07:22 (GMT) |
Merge branch 'blender2.8' into greasepencil-object |
December 7, 2018, 07:22 (GMT) |
Fix T58811: Scale bezier handle uses tip as origin |
December 7, 2018, 06:11 (GMT) |
Merge branch 'master' into blender2.8 |
December 7, 2018, 06:06 (GMT) |
Cleanup: redundant counter |
December 7, 2018, 04:54 (GMT) |
Merge branch 'master' into blender2.8 |
December 7, 2018, 04:42 (GMT) |
December 7, 2018, 04:33 (GMT) |
DRW: Remove the use of GPUTexture buffers for edit wire rendering See previous commit for detail as why. |
December 7, 2018, 04:33 (GMT) |
DRW: Rework wireframe overlay implementation The shader is way simpler and run way faster on lower end hardware (2x faster on intel HD5000) but did not notice any improvement on AMD Vega. This also adds a few changes to the way the wireframes are drawn: - the slider is more linearly progressive. - optimize display shows all wires and progressively decrease "inner" wires intensity. This is subject to change in the future. - text/surface/metaballs support is pretty rough. More work needs to be done. This remove the optimization introduced in f1975a46390a5bf85bb7012375f9bc1e761fc516. This also removes the GPU side "sharpness" calculation which means that animated meshes with wireframe display will update slower. The CPU sharpness calculation has still room for optimization. Also it is not excluded that GPU calculation can be added back as a separate preprocessing pass (saving the computation result [compute or feedback]). The goal here was to have more speed for static objects and remove the dependency of having buffer textures with triangle count. This is preparation work for multithreading the whole DRW manager. |
December 7, 2018, 04:33 (GMT) |
GPU: Remove EXT and add assert Some drivers accept shaders with only vertex stage, but some just silently fails. |
December 7, 2018, 04:33 (GMT) |
GPU: Add GPU_vertformat_triple_load to load next vertices attrib Right now does not add padding at the end of the buffer. This seems not necessary but may cause problem on some platform. If needed we will add this padding (only 2 more vertices). |
|
|
|


Master Commits
MiikaHweb | 2003-2021